Sceadugengan Posted May 16, 2018 Posted May 16, 2018 I've merged ~30 mods using Merge Plugins and have to rebuild navmeshes now. For this you load the merged esp in Creation Kit to resave it, but it seems the CK can't load it - not enough array handles or something. After asking Google it seems the esp has become too big, so I try to slim down the masterfiles. My question is now how to do this properly without losing references in my merged mod. Looking at every record in Tes5Edit to see if it is referenced by something is really time consuming... What do you do in this case?
Guest Posted May 16, 2018 Posted May 16, 2018 First you can use the TES5Edit function to check for errors, but probably you will find none in this case. Better if you can screen capture the exact error.
Sceadugengan Posted May 16, 2018 Author Posted May 16, 2018 I've attached a screenshot of the error. As I understand it the CK doesn't have enough handles for everything the plugin and masterfiles contain. The problem is now how to properly slim down the masterfiles (temporary, for CK use only) without losing references in the merged esp. Edit: By the way, the merged esp has a size of 90MB.
Guest Posted May 16, 2018 Posted May 16, 2018 Mh. This is not really an error related to the ESP itself. Looks like there is a non valid pointer somewhere, and this creates the problem in CK. But there are no clues of what the item is. Again, try to check for Consistency Errors inside TES5Edit. Maybe it will find something. If not, you just need to duplicate the plugin, and then remove all the items of each folder, one folder at time, until you will find the offending folder. After that you need to remove half of the entries, and check, and then an half of the half, etc. Until you will find the problematic entry. Sorry but it will take some time to find the real problem.
Guest Posted May 16, 2018 Posted May 16, 2018 1 hour ago, Sceadugengan said: I've merged ~30 mods using Merge Plugins and have to rebuild navmeshes now. For this you load the merged esp in Creation Kit to resave it, but it seems the CK can't load it - not enough array handles or something. After asking Google it seems the esp has become too big, so I try to slim down the masterfiles. My question is now how to do this properly without losing references in my merged mod. Looking at every record in Tes5Edit to see if it is referenced by something is really time consuming... What do you do in this case? You can use a cut masterfile from the TES Renewal team. They used it to add Oblivion to Skyrim and it bypassed the size errors. I don't know all the details because I only joined up to leak the Skyblivion alpha. Aside from that. a cut masterfile will help with memory and size errors.
Sceadugengan Posted May 16, 2018 Author Posted May 16, 2018 9 minutes ago, RussianPrince said: You can use a cut masterfile from the TES Renewal team. They used it to add Oblivion to Skyrim and it bypassed the size errors. I don't know all the details because I only joined up to leak the Skyblivion alpha. Aside from that. a cut masterfile will help with memory and size errors. Thanks for the suggestion. I've searched for the cut masterfile but it seems the download server is unavailable. That leaves to cut it myself... What content can I cut out without worry? What I've merged are mostly quest and dungeon mods, which add or modify locations.
Guest Posted May 16, 2018 Posted May 16, 2018 3 minutes ago, Sceadugengan said: Thanks for the suggestion. I've searched for the cut masterfile but it seems the download server is unavailable. That leaves to cut it myself... What content can I cut out without worry? What I've merged are mostly quest and dungeon mods, which add or modify locations. Whatever is not used by your esp can be taken down with ease. The reduced ESM is used just to load the ESP in CK. So no need to have things you don't need.
Sceadugengan Posted May 16, 2018 Author Posted May 16, 2018 I'm using the "Referenced By" tab in Tes5Edit at the bottom in the right pane to determine what to delete. If it is used by my merged plugin I leave it be. But looking at every single record just takes too much time. Are there records that are never referenced by something and can be deleted without me having to check the references? World spaces are supposed to be a good target to bring down the size on the disk, but my merge contains alot of quest and dungeon mods.
Guest Posted May 16, 2018 Posted May 16, 2018 9 minutes ago, Sceadugengan said: I'm using the "Referenced By" tab in Tes5Edit at the bottom in the right pane to determine what to delete. If it is used by my merged plugin I leave it be. But looking at every single record just takes too much time. Are there records that are never referenced by something and can be deleted without me having to check the references? World spaces are supposed to be a good target to bring down the size on the disk, but my merge contains alot of quest and dungeon mods. Why not create two separate merged files? Less hassle.
Sceadugengan Posted May 16, 2018 Author Posted May 16, 2018 I guess that's true and I may resort to that. I just wanted to know the process for when I need it in the future. My mod count just keeps increasing... Eventually I'll need that extra esp slot.
yatol Posted May 17, 2018 Posted May 17, 2018 14 hours ago, CPU said: Mh. This is not really an error related to the ESP itself. Looks like there is a non valid pointer somewhere, and this creates the problem in CK. But there are no clues of what the item is. Again, try to check for Consistency Errors inside TES5Edit. Maybe it will find something. If not, you just need to duplicate the plugin, and then remove all the items of each folder, one folder at time, until you will find the offending folder. After that you need to remove half of the entries, and check, and then an half of the half, etc. Until you will find the problematic entry. Sorry but it will take some time to find the real problem. strange blabla compare that to your esm those esm are fine, have just delete some useless stuff, empty cells, test cells, eq3demo stuff, unfinished stuff... in the merge, npc x have headpart sghair01, npc y from another mod also have headpart sghair01, crap kit will rename one sghair01 to sghair01duplicate01 it's not sghair01duplicate01 in the head nif, and that's no good you never load your esp as active plugin in crap kit, too dangerous you put the edits in x.esp, then put that in your esp there's no need to load original esp for that, just the stuff you are editing instead of checking if whatever there is in the esp need whiterun or whatever you can just delete pikachu, x, y... worldspaces there's no need to load in crap kit if that's still not enought, esp have no use for dawnguard? no need to load dawnguard with it still not enought with just skyrim esm? delete cells from skyrim esm, check for errors your esp, errors? delete cells from your esp, take care of worldpsace, then delete cells from backup to take care of cells still not enought? delete some worldspaces from skyrim and your esp (and keep a screen of that to know what worldspaces aren't taken care of) it's asking for useless troubles to merge quests mods too many esp? put all armors mods in one mod, all weather mod in one, all npc mods in one... faster and easier than messing with quests mods that may have scripts that look for stuff in x.esp if x.esp is no longer there, that will no longer work
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